Burst Brawler (Pathfinder Class)

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Burst Brawler[edit]

Armed with a custom-crafted shotgun-gauntlet, Burst Brawlers take to the front lines immediately, mercilessly blasting and beating down on a single target.


DISCLAIMER: This class is based on the work of Monty Oum in the form of his character Yang Xiao Long. I take no credit for any ideas, abilities motifs, or anything else, as this is a class made by a fan for his character.

Making a Burst Brawler[edit]

Burst Brawlers are designed to work as heavy hitters, drawing fire away from rogues and sorcerers and taking most of the damage.

Abilities: Strength is the most important ability for a Burst Brawler to have, as it gives them the strength required to handle the kickback from their unique weapon. Constitution is a close second, giving the Brawler more of a fighting chance. Intelligence is next best, allowing the Brawler to learn new techniques as they grow more powerful.

Races: Any race can be a Burst Brawler. However, racial interactions must have been made between at least a few Gnomes and Dwarves.

Alignment: Any.

Starting Gold: 2d8x4 due to the weapon of the Burst Brawler.

Starting Age: As Monk.

Table: The Burst Brawler

Hit Die: d10

Level Base
Attack Bonus
Saving Throw Special Burst Brawler Unarmed Damage
Fort Ref Will
1st +1 +0 +2 +0 Improved Unarmed Strike, Burst Gauntlet, Break or Take/1 1d6
2nd +2 +0 +3 +0 Evasion 1d6
3rd +3 +0 +3 +0 Break or Take/2 1d6
4th +4 +1 +4 +1 Swift Strike 1d8
5th +5 +1 +4 +1 Break or Take/3 1d8
6th +6/+1 +1 +5 +1 Fleet Footed 1d8
7th +7/+2 +2 +5 +2 Break or Take/4 1d8
8th +8/+3 +2 +6 +2 Stunning Fist 1d10
9th +9/+4 +2 +6 +2 Break or Take/5 1d10
10th +10/+5 +3 +7 +3 Improved Evasion 1d10
11th +11/+6/+1 +3 +7 +3 Break or Take/6 1d10
12th +12/+7/+2 +3 +8 +3 Secondary Belt 2d6
13th +13/+8/+3 +4 +8 +4 Break or Take/7 2d6
14th +14/+9/+4 +4 +9 +4 Secondary Tank 2d6
15th +15/+10/+5 +4 +9 +4 Break or Take/8 2d6
16th +16/+11/+6/+1 +5 +10 +5 Strong Armed 2d8
17th +17/+12/+7/+2 +5 +10 +5 Break or Take/9 2d8
18th +18/+13/+8/+3 +5 +11 +5 Vendetta 2d8
19th +19/+14/+9/+4 +6 +11 +6 Break or Take/10 2d8
20th +20/+15/+10/+5 +6 +12 +6 Break and Take 2d10

Class Skills (4 + Int modifier)
Acrobatics (Dex), Craft (Ammo) (Int), Craft (Mechanical) (Int), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Local) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex)


Class Features[edit]

All of the following are class features of the Burst Brawler.

Weapon and Armor Proficiency: The Burst Brawler is Proficient in all Simple Weapons and their Burst Gauntlets. The Burst Brawler is also proficient in Light Armor, and all Medium Armor except for Breastplate.

Improved Unarmed Strike: At 1st level, the Burst Brawler gains Improved Unarmed Strike as a bonus feat. If the Burst Brawler has this feat, he may select another from the Fighter's List of Bonus feats that he qualifies for.

Burst Gauntlet: The Burst Gauntlet is a device that wraps around the wrist and slightly onto the arms. When activated (Move Action, as well as a Move Action to compact; free action with Quick Draw both ways), the Gauntlet springs up and activates, turning into a full gauntlet, covering the Burst Brawler's hands, fingers, and arms up to their elbow, which provides them a +1 deflection bonus to their AC, which is lost when they are helpless, immobile, and against Touch AC. This stays against Flatfoot due to the potential of the attacker missing a vital spot, or lack of the Burst Brawler's arms being held up, allowing them to move their arms for deflection. In a mechanical sense, the Burst Gauntlet is stated to be a collaboration of Dwarven and Gnomish tinkering and working to create a weapon that allows Gnomes their slightly insane inventions and the Dwarves a unique weapon, even if they themselves do not like to use it. The Burst Gauntlet counts as an Advanced Firearm with the barrel of the Burst Gauntlet being located over the knuckle of the Index Finger

The Burst Gauntlet carries 10 (Ten) bullets in each one. A firing mechanism is found under the last knuckle of the Index fingers of each gauntlet, and with proper pressure, a bullet can be fired. When out of bullets, it requires a Standard Action to reload one, or a Full Round Action to reload both. Rapid Reload reduces this to a Move Action for one, and a Standard Action for both. While firing, the Burst Gauntlets both deal 2d6 damage, hitting touch, a threatening a critical hit on a 20, and x4 Multiplier, following rules as a firearm and misfire on a roll of a 1 or a 2. On a misfire, the bullet that is loaded jams into the firing chamber, preventing other bullets from being fired. As a Standard Action, the Burst Brawler can manually rotate the firing chamber to pass the jammed bullet. The range of the bullet changes based on what is loaded, following the rules for range dependent on the type of ammo currently loaded. Ammo in this case can be loaded one bullet or shell at a time, or through an ammo belt. Please note, that despite the weaponry design by the gnomes, both the bullet and most of the black powder or other ignition substance leaves through the barrel of the Burst Gaunt as well, and for protection issues, the Dwarven creators of the weapon have instilled a device to prevent the firearm from firing upon a sudden impact, meaning that the Burst Brawler cannot fire a bullet as they attack.

The Burst Gauntlet runs the risk of overheating due to the firing mechanism. With each shot fired, the Burst Gauntlet's Heat Gauge increases by 6%, and cools off by 2% per round, increasing with a cumulative 1% for each round after the first whenever the gauntlet is not fired. Dropping the Gauntlet in cold water cools it instantly. When the Heat Gauge reaches 27%, the gauntlet tingles with heat, though causing no damage to the Burst Brawler. Once the Gauntlet reaches 44%, the Burst Brawler takes 1 point of damage for every round they have the Gauntlet on if they fire it, and this is constant for higher levels. At 61%, the Burst Brawler takes equal damage to the amount of Fire damage they dealt with the bullet. At 75%, the the Gauntlet deals double the fire damage as recoil, and has a 25% chance of breaking if firing a shell. At 90% or higher, the Burst Brawler takes three times the fire damage as recoil, and has a 50% chance of breaking the Burst Gauntlet with a melee attack with it, or firing a bullet. At 100%, the Burst Brawler takes four times the fire damage from the Burst Gauntlet, and causing the Burst Brawler to break as soon as their attack finishes.

The Burst Gauntlet also has a chamber located on the elbow of the gauntlet. A small tank of compressed air is fitting inside it. Under the Middle finger of the Burst Brawler's hand rests another firing mechanism that pushes out a blast of air. While it does not do any damage, it cools down the Burst Gauntlet by 2% each, and when attacking, grants the Burst Brawler a +2 to hit or damage at the time of attacking. Each tank has enough air for ten uses. When spent, the tanks can be ejected with a third and final firing mechanism under the Ring and Pinky fingers of the Burst Brawler, and a new tank can be reloaded, following the same rules as reloading bullets. The Burst Brawler, thankfully, starts with a small machine the size of a backpack that can be used to refill any tanks that have been recollected, taking 6 hours to fill two tanks back up. The air tanks are the same size as a Metal Cartridge.

Rebuilding, or making another set of Burst Gauntlets costs a flat 250gp per Gauntlet. Each one may be enchanted differently, and may use both Melee and Ranged weapon enchantments, however due to the nature of the weapon, the costs of all Enchantments increases by half their price. Ammo may be crafted or bought with the same rules as a a Gunslinger. Also, the Burst Brawler has a similar gun smithing kit made for maintenance of their Burst Gauntlets.

Break or Take: At 1st, 3rd, and every two levels after that, the Burst Brawler can choose a set of skills to aid in combat. They must pick either Break, a tree line about keeping staying ability in combat via damage or preventing misfires; or Take, a tree line about careful strikes and defense. Once the choice is made, they cannot change it. Also, at each choice, the Burst Brawler must pick one of the two given abilities for their respected tree.

Break, Level 1:

Internal Sights: Dwarven inventors have left a small surprise in both gauntlets. As a Move Action, the Burst Brawler can flip out a small gunner's sight from the wrist. Taking their time to aim, whenever they fire their gauntlets with a non-scatter bullet, they may treat the Touch range for their bullet as one further before they start to hit against total AC. It is a free action to flip the sights back inside.

Improved Combustion: Gnomish inventors have taken their Dwarven friends' words to heart....slightly. The Misfire chance of the Burst Gauntlet's bullets increases to 3, but the Critical Hit chance now becomes 19-20. Thematically, this comes from a specially made firing pin meant to trigger a slightly more erratic combustion.

Break, Level 3:

Forced Fire: After some tinkering around, the Burst Brawler finds a Gnomish override to the Dwarven firing system. While not a masterful work around, after a successful melee attack, the Burst Brawler can attempt a 'second attack' by rolling against Touch. Success means that the Burst Brawler is able to force the trigger mechanism to fire by pressing their finger against the target and launching the bullet.

Internal Cooling: After some tinkering around, the Burst Brawler a Dwarven override to the Gnomish Cooling system. A passive ability that reduces the Burst Gauntlet's heat gain. Whenever the Burst Gauntlet is fired, it only gains 4% heat.

Break, Level 5

Flak Fire: While they don't like most of the Gnomes idea, the Dwarves can get some ideas. More tinkering allows a small cone to be set around the barrel. When attacking with the bullet, the Burst Brawler's gauntlets let the black powder residue forced out in a small cone, dealing 1d6 fire damage to the target directly in front of the Burst Brawler. This can be used in conjunction with Forced Fire.

Air Nozzles: 'Improving' on the Dwarven idea, Gnomish inventions prove the craziness they'll go to. The Burst Brawler's tinkering allows them to gain access to a valve that used to limit the amount of air that would be released from the Air Tank per use. They may increase the air spent, and in doing so, increases the Hit or Damage from using the Air Tank by +2.

Break, Level 7:

Straight: A combat based skill that requires a use of the Air Tank. By making a Touch attack against a target's stomach, chest, or any other sensitive location on the target's body, the target is rendered Staggered for one round. If the Burst Brawler uses this ability again on a succeeding attack due to a high Base Attack Bonus, or Two Weapon Fighting, the target is rendered Stunned for one round. Each use of this ability uses one charge from an Air Tank.

Pummel: A combat based skill that requires the use of the Air Tanks. The Burst Brawler gains an extra attack at their Highest Base Attack Bonus, following the rules as par the Unchained Monk for this ability. This ability uses a charge from an Air Tank when attacking.

Break, Level 9:

Heat Lance: Gnomish minds never cease to amaze anyone. Find the systems to make the cooling system, then Burst Brawler can tinker around with it. Doing so increases the heat gain of the Burst Gauntlets by 2% and lowers the Heat Damage Warnings by 4% each. Once at 23%, the Burst Brawler takes and deals 1 point of Fire damage with their Unarmed Attacks using the Burst Gauntlet. At 40%, this damage increases to 1d6+1 damage per attack; at 57% this damage increases to 1d8+2; 71% increases to 1d10+3 damage, and increases the breaking chance to 35%; and finally at 85% or higher, the Burst Brawler deals and takes a total of 2d6+4 fire damage form their Burst Gauntlet and the breaking chance is now 65%.

Heat Sinks: Dwarven minds always have safety in mind, despite what they might otherwise show, and tinkering around finds a new answer. As part of a Full-Round or Standard Action using an attack that involves the Burst Gauntlets, the Burst Brawler may press down on all four triggers on each Gauntlet. Doing so activates the Heat Sinks of the Gauntlets. For every 10% heat in the Gauntlet, all enemies and possibly allies take 1d6 Fire damage in a 5ft radius around the Burst Brawler, with a Ref DC of 10 + 1/2 Level + The Burst Brawler's Str Mod for half damage. Using Heat Sinks will not the Burst Brawler use any Bullet or Tank based uses.

Break, Level 11:

Counter Move: By tinkering around with the Air Tanks and their nozzles, the Burst Brawler can, upon response to a movement based Combat Maneuver such as a Bull Rush, the Burst Brawler can expend a use of their Air Tanks to give themselves a total of +4 to their CMD against the Maneuver. In the Burst Brawler has the Air Nozzles Break Skill, they may use increase Counter Move in the same way as Air Nozzles work.

Extend Move: By tinkering around with the Air Tanks and their nozzles, the Burst Brawler can, during movement or a Combat Maneuver that involves the Burst Brawler moving, they may expend a use of their Air Tanks to increase their total movement by 10ft. If the Burst Brawler has the Air Nozzles Break Skill, they may increase Extend Move by 10ft per same limits as Air Nozzles.

Break, Level 13:

Rise: The Air Tanks are a very interesting tool. When standing up from being prone, or some other similar position, the Burst Brawler may expend a charge from an Air Tank to rise up as a Swift or Immediate Action to rise to their feet.

Redirect: The Air Tanks are a very interesting tool. When attempting a Combat Maneuver that, on a failed check, can result in the Burst Brawler being targeted by the same Maneuver, they may expend a use of the Air Tanks, as a Swift Action, to prevent the Burst Brawler from being targeted.

Break, Level 15:

Empty Handed: With little more things to tinker with, the Burst Brawler now needs to use them. When attacked, as an Immediate Action, the Burst Brawler can attempt a Disarm check, simply but punching the attack's hand. If the attack succeeds, the weapon is disarmed. A use of the Air Tanks increases the attempt by +2, and Air Nozzles allows Empty Hands to follow the rules. Using a bullet allows the Flak fire Burst Skill, if taken, to be used to deal damage to the target.

Overtaker: With little more things to tinker with, the Burst Brawler now needs to use them. When an ally in 15ft provokes an Attack of Opportunity, the Burst Brawler can expend a charge from both Air Tanks to move the 15ft towards a single target that can attack the ally in melee. If the attack connects, the Attack of Opportunity does not go through, and if the attack fails, the Attack of Opportunity goes through as normal. Either or, the Burst Brawler's top speed is reduced by a number of feet equal to the amount moved previously for their next turn.

Break, Level 17:

Double Decker: Using the Bullet and Air Tank in short speed, the Burst Brawler may make an extra attack very easily. After attacking with the bullet, or through the use of Flak Fire, the Burst Brawler can use the Burst Gauntlet's recoil to wind up for a second punch, then use the Air Tank to attack again. The attack loses the +2 to hit or damage, and instead takes a -4 to the roll to hit. The Burst Brawler may use this ability with as many attacks as they have, but they cannot chain Double Decker off another Double Decker.

Break Bullet: With careful timing, or wild firing, the Burst Brawler can use their bullets in interesting ways. When the Burst Brawler's bullet is blocked by armor, a shield, a weapon, or something that can be damaged, the bullet deals damage to the object whether or not a Sunder Maneuver was called.

Break, Level 19:

Heartbreak Shot: Finally, after using these weapons for so long, the Burst Brawler and the Burst Gauntlets have seemingly become one. As a Standard Action, the Burst Brawler may make an Unarmed Strike against a target that is not immune to Critical Hits, Sneak Attacks, or Instant Death effects. Right before the punch connects, the Burst Brawler expends all the remaining air in a single Air Tank. Doing so increases the damage of his punch, as well as the deadliness. An a successful attack, the target must make a Fort save of DC 10 + 1/2 the Burst Brawler's level + their Str Mod + 1 for every charge left in the Air Tank. Failure to do so kills the target from the sheer force of the punch stopping the heart. If the target succeeds, they take damage as if the Burst Brawler confirmed a Critical Hit with their Unarmed Strike, which still may kill them. Afterwords, the sheer force of the attack renders the Burst Gauntlet that made the attack suffer from the Broken Condition.

Dempsy Roll: Finally, after using these weapons for so long, the Burst Brawler and the Burst Gauntlets have seemingly become one. As an Immediate Action after a melee attack has missed the Burst Brawler, they may declare Dempsy Roll. Doing so enables them to counterattack as many times as they have charges left in both Air Tanks. For each charge left, the Burst Brawler may make a standard attack until they run out of charges. After the attack, due to the amount of force the Burst Gauntlets have went through from attacking and the inner workings for the Air Tanks, both Gauntlets suffer from the Broken Condition.


Take, Level 1:

Internal Sights: Dwarven inventors have left a small surprise in both gauntlets. As a Move Action, the Burst Brawler can flip out a small gunner's sight from the wrist. Taking their time to aim, whenever they fire their gauntlets with a non-scatter bullet, they may treat the Touch range for their bullet as one further before they start to hit against total AC. It is a free action to flip the sights back inside.

Improved Combustion: Gnomish inventors have taken their Dwarven friends' words to heart....slightly. The Misfire chance of the Burst Gauntlet's bullets increases to 3, but the Critical Hit chance now becomes 19-20. Thematically, this comes from a specially made firing pin meant to trigger a slightly more erratic combustion.

Take, Level 3:

Improved Padding: With some tinkering around the Burst Gauntlets, the Burst Brawler, with some tools, can rearrange the plating of the Burst Gauntlet. Moving around armored plates from the less needed places to the forearm, the Burst Gauntlets increase their AC bonus from +1 to +2.

Reduced Weight: With some tinkering around the Burst Gauntlets, the Burst Brawler, with some tools, can remove all, but the required armor platting from the Burst Gauntlets. This removes the +1 AC bonus from the Burst Gauntlets, and instead grants the Burst Brawler a +1 to their Reflex Save.

Take, Level 5:

Relaxed Finger: With some understanding, the Burst Brawler can increase the life span on their Air Tanks. Each Air Tank still takes the same amount of air, but now can be used each a total of 14 times.

Air Expertise: When the Burst Brawler uses the Combat Expertise Feat, the Burst Brawler may expend a use from their Air Tank to increase the Dodge Bonus of Combat Expertise by +2.

Take, Level 7:

Grapple Challenger: When the target of a Grapple Check, or a physical ability or item that entangles, or causes the inability to move, the Burst Brawler may expend a charge from each Air Tank to increase their CMD, Save, or Skill Check by +4 total.

Quick Escape: When in the field of affect for an AoE attack, such as a spell or breath attack, the Burst Brawler may spend a use from each Air Tank to add +4 to their Reflex save to avoid the attack if allowed.

Take, Level 9:

Shell Shock: By aiming the barrels of the Burst Gauntlets towards the target, however purposely missing, the target must make a Will Save of 10 + the damage that would be done by both bullets until the end of the target's next turn. Failure to do so leaves the target Shaken. This is a fear effect.

Heat Padding: After a long time of tinkering, the Burst Brawler can find a few ways to make the padding inside the Burst Gauntlet's more fire resistant. With this, the Burst Brawler does not take recoil fire damage from the Burst Gauntlets until their Heat Gauge reaches over 90%.

Take, Level 11:

External Redirection: Taking tinkering back into consideration, the Burst Brawler can find the Gnomish cooling system. By activating a venting system, the Burst Gauntlet's do not cool any faster, but fire the exhaust and various other gunk from the black powder firing out of the specialized vents. When attacking, the defending target takes a compounding -1 to hit the Burst Brawler from the amount of smoke, ash, and small debris that scatters around the Burst Brawler and, possibly burn the limbs or face of the target to cause them slight distress.

Recoil Redirection: If the Burst Brawler misses a melee attack and was not using a Take skill or a bullet, if a possible counter attack can be physically done, the Burst Brawler may fire a bullet from the Burst Gauntlet and attempt to attack the target again with their elbow, using the same modifiers as the previous attack that missed, albeit with a -4 to hit. If the attack hits, it deals damage as if the target was hit by the Burst Brawler's fist. An Air Tank cannot be used with this attack.

Take, Level 13:

Sudden Defense: When the Burst Brawler is under attack, by expending a charge from both Air Tanks, the Burst Brawler may take a sudden Total Defense action against the attack, and gain an additional +4 to their AC. However, the Burst Brawler takes a -8 to all attack rolls until their next turn from using Sudden Defense.

Sudden Strike: When an enemy is making an Attack of Opportunity against the Burst Brawler or an ally that the Burst Brawler can reach, the Burst Brawler may expend a use from one of their Air Tanks to attack the target at their Flat Foot. If the attack hits, the Attack of Opportunity fails. If the attack fails, the Attack of Opportunity goes through as normal.

Take, Level 15:

Archer's Bane: When the Burst Brawler sees an enemy within the first range increment of the Burst Gauntlet's bullet range about to attempt a ranged attack, included a spell, the Burst Brawler may fire their Burst Gauntlet at the target as an Immediate action to attempt to disrupt the attack. An attack roll is required, and on a success, a spellcaster must make a Concentration check as normal, and any ranged attack takes the bullet damage as a penalty to hit.

Armor Casing: Realizing that the Burst Gauntlets still have potential to be upgraded, the Burst Brawler's tinkering finds a new addition. By reworking most of the armored plates around the gauntlet, the Burst Brawler can improve the resistance of the Burst Gauntlets so they they do not break from a bullet being fired. They still break, however, from Sunder Checks, and if a bullet is fired at 100% heat.

Take, Level 17:

Bane of Speed: As an Immediate Action, when an enemy moves in or leave a distance equal to half of the Burst Brawler's bullet range, that enemy provokes an Attack of Opportunity for movement. This Attack of Opportunity takes a compounding -1 for every 5 feet the target moved before this.

Dead Leg: As an Immediate Action, when an enemy in the Burst Brawler's Melee range moves, whether out of their melee reach, or to another space they can reach, the Burst Brawler may attempt a single melee attack at the moving enemy. If the attack hits, the target cannot complete their movement.

Take, Level 19:

Atlas Arm: When the Burst Brawler is the target of a melee attack, as an Immediate Action, the Burst Brawler may attempt to stop the enemy from attacking. The Burst Brawler must beat the enemy's total roll to hit. Success means the enemy's attack stops, and they take damage as if the Burst Brawler has successfully rolled a critical hit, however effects that trigger on a Natural 20 only do not take affect.

Hermes Counter: When the Burst Brawler is the target of a melee attack, as an Immediate Action, the Burst Brawler may fire from their Burst Gauntlets, adding half the total damage to their Armor Class as Dodge Armor Class. If the attack Misses, the Burst Brawler is thematically sent back to dodge the attack, and the attack misses. After the miss, the Burst Brawler expends 4 uses of air from the Air Tank of the attacking arm, and makes a single attack at the target who missed. This attack adds in a total of +8 to hit and damage from the used Air.

Evasion: At 2nd level, the Burst Brawler gains Evasion as par the Monk ability, except that it functions in Light Armor, or an Armored Cloak only.

Swift Strike: At 4th level, the Burst Brawler gains Two-Weapon Fighting as a bonus feat, even if they do not meet the prerequisites. If they already have the feat, they may instead pick a feat from the Fighter's Bonus Feat list that they qualify for. Also, while using Two-Weapon Fighting with their Burst Gauntlets, they may ignore the -2 penalty while using the feat. This does not apply to any other Two-Weapon Fighting feat chain.

Fleet Footed: At 6th level, the Burst Brawler may move their full speed while wearing any Medium Armor.

Stunning Fist: At 8th level, the Burst Brawler gains Stunning Fist as a bonus feat, whether or not they meet the prerequisite. However, they may not use an Air Tank, Bullet, or a Break or Take skill while using Stunning Fist.

Improved Evasion: At 10th level, the Burst Brawler gains Improved Evasion as par the Monk ability, except that it functions in Light Armor, or an Armored Cloak only.

Secondary Belt: At 12th level, learning that Tinkering with the Burst Gauntlet is a thing that needs to be done to continue growing, the Burst Brawler can add on a second ammo belt. When the initial belt of ammo has been used up, the Burst Brawler can, by pressing down all but the Middle Finger, load in the second belt of ammo. This is a Standard Action, or a Move Action with Rapid Reload.

Secondary Tank: At 14th level, using the same idea from Secondary Belt, the Burst Brawler can add a second tank of air to each Burst Gauntlet. When the initial Air Tank has been exhausted of air, the Burst Brawler may press down all but the Index finger to switch the empty tanks with the filled tank. This is a Standard Action, or a Move Action with Rapid Reload.

Strong Armed: At 16th level, the Burst Brawler has been wading through skin and bone for a while now. When using Two Weapon Fighting, or any of the feat chains from Two Weapon Fighting, the Burst Brawler ignores half the penalty, rounded down, to hitting. In addition, they add the penalty to hit into their damage.

Vendetta: At 18th level, when the Burst Brawler is attacked, they gain a +1 to hit or damage against the target that hit them. This increases by +1 for each attack suffered by a single opponent. These stacks go away if the Burst Brawler attacks a different target, or does not attack.

Break and Take: At 20th level, the Burst Brawler's skills using their Break or Take abilities and Burst Gauntlets have seemingly made they a powerful force on the field. They may now pick a total of 10 skills between the Break Tree or Take Tree and use whichever abilities they see fit. They may only, however, have a single Break Tree or Take Tree skill from level 19.


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